Axe Mystic
‘Barbarian? I am more than a simple barbarian.’
Theodore, Axe Mystic.

Background: Just as some psionicists manifest their abilities as a weapon, so too do some arcanists. Since the first days of this art, long, long ago, it has become a rare yet powerful ability, sometimes taught as an aspect of the arcane, sometimes as an ideal in itself. On the other hand, some Sorcerers tend naturally towards these powers.
Races: Axe Mystics are rare in all races, but are most common among more savage species, with high magical potency. Gnomes are likely the most prevalent of the common races amongst this class, while the race with the single highest number is easily the Kobolds.
Other Classes : Axe Mystics tend to get on well with fighters and barbarians, as well as Wizards and Sorcerers-depending on whether their abilities are studied or innate. Druids often find them excessive
Role: An Axe Mystic belongs in the front line, although they can be a ranged combatant if necessary-they excel with melee and throwing weapons. They can learn a very small complement of spells, but they essentially rely on their arcane combat for all things.
Axe Mystics in the World: Axe Mystics make good leaders in tribal situations, and effective military characters as well. Their mixture of melee and magical ability gives them extreme flexibility.
Inspiration: I made a soulknife fix. Why not make Arcane and Divine versions?

Weapon and Armour Proficiencies: An Axe Mystic is proficient with simple weapons, throwing axes, handaxes, greataxes, and their Mystic Axes, regardless of what form they take.

Primary Ability Score: Axe Mystics tend to come from one of two different backgrounds-some are intelligent, learned and shrewd, while others are chaotic, wild and untamed. At first level, they choose either Intelligence or Charisma as their primary ability modifier for this class.

BAB: An Axe Mystic’s BAB is equal to Five quarters of their class level. However, they qualify for feats, prestige classes and other prerequisites as if their BAB was equal to their character level. In addition, they may never have more than four attacks due to high BAB.

Mystic Axe (Su): As a swift action, an Axe Mystic can create a glowing weapon composed of pure magical energy. The blade is identical in all ways (except visually) to a greataxe of a size appropriate for its wielder. For instance, a Medium Axe Mystic materializes a Medium Mystic Axe that he can wield as a two handed weapon, and the Axe deals 1d12 points of damage (crit ×3). Mystic Axe who are smaller or larger than Medium create Mystic Axes identical to Greataxes appropriate for their size, with a corresponding change to the Axe’s damage. The wielder of a Mystic Axe gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
The Axe can be broken (it has hardness 10 and 10 hit points); however, an Axe Mystic can simply create another on his next move action. The moment he relinquishes his grip on his axe, it dissipates (unless used as a ranged weapon; see below). A Mystic Axe is considered a magic weapon for the purpose of overcoming damage reduction.
An Axe Mystic can use feats such as Power Attack or Combat Expertise in conjunction with the Mystic Axe just as if it were a normal weapon. He can also choose Mystic Axe for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a Mystic Axe.

Even in places where magical effects do not normally function (such as within an antimagic field), an Axe Mystic can attempt to sustain his Mystic Axe by making a DC 20 Will save. On a successful save, the Axe Mystic maintains his Mystic Axe for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the Mystic Axe vanishes. As a move action on his turn, the Axe Mystic can attempt a new Will save to rematerialize his Mystic Axe while he remains within the psionics negating effect.

The Mystic Axe is a force effect. This means, among other things, that it always does full damage to incorporeal targets.

Although most Mystic Axes are, as the name implies, axes, a Mystic Axe’s appearance can be of any melee weapon. (Although this will not affect its statistics until level 5.)

Mystic Axes can also be used as throwing weapons.
As a free action, an Axe Mystic can create a semisolid throwing axe composed of arcane energy. If your base attack bonus is high enough to grant you multiple attacks, you can create multiple throwing axes. You must have one hand free to create and project a throwing axe.

The axe is identical in all ways (except visually) to a normal throwing axe. However, it’s range increment is equal to ten feet per point of primary ability modifier.
For instance, a Medium Axe Mystic creates an axe that spins toward the specified target, and if it hits, deals 1d6 points of damage (crit x2) plus extra damage equal to the Axe Mystic's primary ability modifier and their strength score. Axe Mystics who are smaller or larger than Medium create throwing axes appropriate for their size, with a corresponding change to the axe's damage (see Table 7-4 and Table 7-5 in the Player's Handbook). You gain the usual benefit to your attack roll from a high Dexterity bonus.
Whether a mystic axe hits or misses, it dissipates 1 round after being shot. These throwing axes are considered magic weapons for the purpose of overcoming damage reduction.
You can use feats such as Point Blank Shot or Precise Shot in conjunction with these axes (see bonus feats provided by the class for further guidance). You can also choose Mystic throwing axe for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a Mystic Axe. Any feats requiring specific weapon choice (such as Weapon Specialization) that apply to your Mystic Axe also apply to your throwing axes, if applicable.
Even in places where magical effects do not normally function (such as within an antimagic field), you can attempt to attack foes with throwing axes by making a DC 20 Will save. On a successful save, you can freely produce these axes for a number of rounds equal to your class level before you need to check again. On an unsuccessful attempt, you must wait 1 round before trying again while you remain within the magic-negating effect.

These throwing axes are force effects. This means, among other things, that they always deal full damage to incorporeal targets.

Like the melee axes name, the appearance of these weapons can vary greatly. Some Axe Mystics
use attacks that do in fact resemble axes, whereas others appear to use arrows, slingstones needles, shuriken... Despite this, they all use statistics for a throwing axe until level 5.

Arcane Warrior: An Axe Mystic gains several benefits normally only attainable by pure martial or magical characters.
An Axe Mystic can take feats that normally require a fighter level as if they were fighters, of a level two levels lower than their Axe Mystic level.
They also have a caster level equal to their Axe Mystic level.
An Axe Mystic has spells per day as detailed in the above table. In addition, they gain bonus spells per day for a high ability score.

However, an Axe Mystic does not learn any spells by levelling up. They use the Wizard/Sorcerer spell list as their class list.
The easiest way for an Axe Mystic to gain spells known is with the Extra Spell feat. (Complete Arcane.)

Axe Mystics and Casting PrCs
An Axe Mystic qualifies for prestige classes requiring a caster level, and using Extra Spell can qualify for classes requiring specific spells. However, they work slightly differently than normal.

If an Axe Mystic would gain +1 caster level, such as that given by the second level of the Eldritch Knight Class, it is instead treated as having the casting abilities, including spells known and spells per day of any one arcane class with both these progressions (Your choice) of level equal to the number of casting levels you have been granted by PrCs, plus half your Axe Mystic levels. If you later take an arcane class, it will only stack if it is the class you chose.
This rule cannot make an Axe Mystic lose spells per day for any level-they take the highest spell known at each level from their Axe Mystic level and their effective arcane caster level.
For example.
An Axe Mystic 6/Eldritch Knight 4 could cast as a 6th level Sorcerer. Three levels from Eldritch Knight, three from Axe Mystic. They would not have the Familiar class feature. They would know seven 0 level spells, four first level, two second level and one of third level. They could cast six spells per day each from 0 and first level, five from second level, and three from third. If they later gained levels in Sorcerer, they would stack, but if they gained levels in any other casting class, they would not.
An Axe Mystic 10/Eldritch Knight 2 could also cast as a 6th level Sorcerer. One level from Eldritch Knight, five from Axe Mystic. They would not have the Familiar class feature, and would also know seven 0 level spells, four first level, two second level and one of third level. However, as their Axe Mystic levels give them some spell slots of a higher level than Sorcerer, they would choose the better at each level. They could cast six spells per day each from 0 and first level, five from second level, three from third (From Sorcerer levels), one from fourth, and zero plus bonus spells from fifth.

Mystic Weapon: The magical weapons of an Axe Mystic increase in power as they gain experience. Starting at 2nd level, they always have at least a +1 enhancement bonus. At 4th level, and each second level after that, this enhancement bonus is enhanced, or a special ability can be added to their weapons. The enhancement bonus must be at least +1, and cannot be higher than +5 (before epic levels). The rest of the bonuses gained through this ability must be spent on Special Weapon abilities. These abilities are chosen at the start of the day, and may be different for the melee and ranged variations of their Mystic Axe abili9ty. They cannot be changed without five minutes of meditation.

Arcane Strike (Su): This ability is similar, but not identical, to the feat of the same name. Whenever a Mystic Axe of at least 3rd level makes an attack, before rolling to hit, they may sacrifice any spell slot they possess as a free action, as if they had used that spell slot to cast a spell. If they do, then that attack gains a bonus to hit equal to the lost spell’s level, and a damage bonus of 1d6 per spell level, plus additional bonus damage equal to the Mystic Axe’s primary casting stat. If the attack misses, the benefits are lost.
This ability may be used with level 0 spells. In that case, they gain only the bonus damage equal to their primary casting stat.

Bonus Feats: At 3rd level, and each fourth level thereafter, An Axe Mystic gains a bonus feat. This may be any combat orientated feat, (Choose from the Fighter bonus feat list), or any metamagic or crafting feat. Other feats are also suitable; Combat Casting, Arcane Strike, Reserve Feats, Extra Spell, Extra Spell Slot and any other feat with a magical bent. If in doubt, ask your GM if this is a reasonable feat.

Greater Mystic Axe: A 5th level Axe Mystic gains several special abilities. They become able to change their Mystic Axe into different shapes. As a full-round action, An Axe Mystic can change their Mystic Axe into the shape of any other melee weapon they are proficient with. The weapon then uses the modified statistics for that weapon-modified damage, critical range, and all other abilities.
They may also change their Mystic Axe into a pair of weapons, using all the normal rules for two weapon fighting.
An Axe Mystic of 5th level can attack with their throwing axes while in a threatened square without provoking attacks of opportunity.
In addition, when both An Axe Mystic’ hands are both free, they may make an additional attack during a full attack, similar to two weapon fighting. All attacks they make that round take penalties as per two weapon fighting with light weapons (-4 for the primary hand, -8 for the secondary hand), but they may make a single additional attack with their full base attack bonus, originating from their off hand.
In addition, any feats or abilities they possess that improve two weapon fighting apply to their throwing axes when using this ability as if they were using two light melee weapons.
Finally, An Axe Mystic of 5th level can transform their throwing axes into replicas of any other ranged weapon (throwing or otherwise), using all modified statistics for that weapon.

Arcane Shield (Su): An Axe Mystic of 7th level gains the ability to form a protective field of arcane energy. As a free action, an Axe Mystic may sacrifice any one spell slot he has unused, to add a Shield Bonus to AC equal to the level of the sacrificed spell slot, plus his primary casting ability modifier. This field is treated as a force effect, and thus works even against incorporeal attacks.
This shield remains for a number of minutes equal to the Axe Mystic’s primary casting ability modifier.

Elemental Arcana : A 9th level Axe Mystic learns the ability to transform their attacks into different forms. At will, they may make their Mystic Axes and throwing axes deal their choice of any of the following damage types. However, if they do, they are no longer a force effect.
Acid, Cold, Electricity, Fire, Sonic, Bludgeoning, Piercing, Slashing, or either Positive or Negative energy damage. Note that the positive and negative energy damage dealt in this way is purely offensive: the negative energy is purely destructive, and the positive energy causes a damaging overload of life energy. They will not heal any target they strike, even if the target is normally healed by positive or negative energy.

Arcane Blast (Su): An Axe Mystic of at least 11th level may, as a full round action, launch a blast of pure magical energy. By sacrificing a spell slot, they make a ranged touch attack with a range of 60ft, plus 10ft per level of the spell slot lost. If it hits, it deals 1d6+their primary casting ability modifier damage for each level of the spell slot lost. If a level zero spell slot is lost, it deals only damage equal to their primary casting ability modifier.
This damage is untyped, and penetrates all DR and resistances.

Arcane Overload (Su): A 10th level Axe Mystic can release a terrific blast of arcane energy with a single strike. As a Full round action, they may make a single attack at their highest base attack bonus. If it hits, the target must make a will save with DC 10 + half the Axe Mystic class level + their primary ability modifier, or be killed by an blast of arcane energy obliterating their body. An enemy killed in this way is disintegrated, and therefore requires a more powerful spell than Raise Dead to return them to life
If the enemy makes their save, the Axe Mystic may not use this attack again that day.

At 20th level, the save DC for this ability becomes equal to the Axe Mystic' class level + their primary ability modifier. In addition, they may continue using this ability after the first time in a day that an enemy successfully saves. The next time an opponent successfully saves, they lose access to this ability for the day as per normal.

Arcane Skill (Su): At 13th level, an Axe Mystic can utilise his power to increase his abilities at both mundane and spectacular tasks. By sacrificing a spell slot as a free action, he may add an enhancement bonus equal to his primary casting stat modifier plus the sacrificed spell slots level to any one skill roll he makes in the next round. However, he may only enhance a skill that he has at least one rank in.

Arcane Fortune (Su): A 15th level Axe Mystic can use magic to lend them fortune, skill, and power. Whenever they make a saving throw, after seeing the result, they may sacrifice a spell slot and re-roll the save, adding or subtracting (their choice), the level of the sacrificed spell from the result. This increase is treated as an enhancement bonus.

Arcane Detonation : A 17th level Axe Mystic can create an explosion of magical energy. As an standard action, by sacrificing a spell slot, they may create a burst of destructive power centred on any point within 20ft per point of primary casting ability modifier they possess. The detonation reaches 10ft per level of the lost spell slot, and deals 2d10 damage for each level of the lost spell slot. A successful reflex save halves this damage.

Arcane Master (Ex): As a free action once per round, an Axe Mystic of 19th level or higher may make a spellcraft check with a DC equal to thirty-five, plus the level of any antimagic effect he is currently in, if any. If he succeeds, he may treat all his (Su) class abilities as (Ex) abilities for a number of rounds equal to his primary casting ability modifier.

For comparison, the Souledge (http://www.giantitp.com/forums/showthread.php?p=9236499#post9236499).

Merk

2010-10-16, 08:02 PM

You need to add the table for the spell slots they have, assuming that they do gain spell slots (and no spells known). On that note, vancian casting seems really awkward for this class. Spell points, or something like factotum casting, might be easier to deal with.

It'd be a good idea to spell out whether arcane strike is a swift action, free action, or something else.

Arcane Overload (Su): A 10th level Axe Mystic can release a terrific blast of arcane energy with a single strike. As a Full round action, they may make a single attack at their highest base attack bonus. If it hits, the target must make a will save with DC 10 + half the Axe Mystic class level + their primary ability modifier, or be killed by an blast of arcane energy obliterating their body. An enemy killed in this way is disintegrated, and therefore requires a more powerful spell than Raise Dead to return them to life
If the enemy makes their save, the Axe Mystic may not use this attack again that day.

At 20th level, the save DC for this ability becomes equal to the Axe Mystic' class level + their primary ability modifier. In addition, they may continue using this ability after the first time in a day that an enemy successfully saves. The next time an opponent successfully saves, they lose access to this ability for the day as per normal.

As written, the DC at 20th level would be the same regardless of whether you use 10 + 1/2 level or level to calculate it.

NineThePuma

2010-10-17, 12:24 AM

To reiterate my earlier statements: I love your class, it's sheer unfiltered awesome. I am particularly fond of Arcane Detonation, but I think it comes FAR too late to be of much use.

There are a few holes: spell slots for example. I also find the multiclassing set up unwieldy. I would suggest that you, perhaps, open the spell slots from Mystic Axe to the Arcane Spells of other classes. In this particular scenario, a lack of Power Points makes this class frame much harder to use.

I love the concept, and having spent some time thinking on it, would suggest setting the class up as a limited caster similar to the (kinda-crappy) Warmage. A limited spell pool wouldn't likely throw too much out of proportion and does nothing to unbalance the class in relation to the souledge. It's a dirty fix, but it's also a very sound one in my opinion. After all, the Mystic Axe has next to nothing to use the spell slots it has. It can hemorrhage slots in battle and not have lost much: there's no real 'sacrifice' and then the advantages are more useful at lower levels. But oh well.

Lix Lorn

2010-10-17, 06:19 AM

They do gain spell slots, but not very many of them.
...I'm not even sure what Vancian casting is. ^_^''

Arcane Strike is a free action, whenever you attack.

I know. It's a boon for epic levels.

I am angry with the spell slots! I put them in, and messed up the formatting. Stoopid tables...

I quite like this multiclass system, as it allows you to get a compromise. (shrugs)

I actually disagree. Spells are POWERFUL. And this class is already pretty strong-it's likely tier 4 or 3 with just class abilities, spells would rocket it up there.

Kellus

2010-10-17, 07:38 PM

Why are you giving additional base attack bonus if you're specifically saying that it doesn't count for anything that base attack bonus is for? You could accomplish exactly the same thing by giving them full base attack bonus and a +1 unnamed bonus to attack rolls at levels 4, 8, 12, 16, and 20. The whole point of having a high BAB is to give additional iterative attacks and to qualify for feats and prestige classes that other people can't because they don't have the BAB. If you're not going to be brave enough to let the BAB count as BAB, then why make it needlessly complicated by saying "your base attack bonus is higher than everybody else's, but it doesn't count as base attack bonus for all of these things".

Otherwise, it looks pretty cool. :smallsmile:

Ziegander

2010-10-17, 10:46 PM

Why are you giving additional base attack bonus if you're specifically saying that it doesn't count for anything that base attack bonus is for? You could accomplish exactly the same thing by giving them full base attack bonus and a +1 unnamed bonus to attack rolls at levels 4, 8, 12, 16, and 20. The whole point of having a high BAB is to give additional iterative attacks and to qualify for feats and prestige classes that other people can't because they don't have the BAB. If you're not going to be brave enough to let the BAB count as BAB, then why make it needlessly complicated by saying "your base attack bonus is higher than everybody else's, but it doesn't count as base attack bonus for all of these things".

Quoted for Truth.

Also, ninja'd by Kellus. :smallamused:

Lix Lorn

2010-10-18, 04:43 AM

Originally, it did count for both prestige classes and feat requirements, but I had at least one DM who thought that was risky-as a lot of PrCs use BAB as the primary level limitation.

On the other hand, making it qualify for feats might work...

And I prefer it as BAB as opposed to a bonus because a greater BAB shows that they are better at fighting than anyone else.